Berserkers' Onslaught

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Frontier Legal

Printings View all

Set Rarity
Dragons of Tarkir Rare

Combos Browse all

Berserkers' Onslaught

Enchantment

Attacking creatures you control have double strike.

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Berserkers' Onslaught Discussion

ticked-off-squirrel on "You got it boss"

1 day ago

oh you are trying to aim for swarming as opposed to burning eh? if that is the case go for Berserkers' Onslaught and Goblin War Drums. gives creatures both Double Strike and Menace.

Shamen3mill on Don't mess with the Badger

3 days ago

If the idea of the deck is to get the badger to punch people, Berserkers' Onslaught Might do well in this deck... Though at that point the better General might be buhbonkitybonk (Borborygmos). Toss in a sub-theme of double-strike that helps the tramplers get through all the better and let bonkity grow your entire field quick as could be.

On a related note, a warning against adding in cards like Furnace of Rath, Trample is a strange, strange beast, and damage replacement effects are not included when calculating if lethal damage is being applied. So your Badger battling a defending soldier token with a Furnace of Rath and a Gratuitous Violence on the field means you're forced to deal 4 damage to the soldier. Because you only really have one damage that the badger is causing (at the time that trample is calculating), and the blocking soldier absorbs it.

TemnoTsar on Mother of Dragons

5 days ago

I would add mana rocks that tap for any color: Chromatic Lantern, Commander's Sphere, Coalition Relic, Darksteel Ingot, Manalith. They will help with mana fixing/ramping. I always try to have 8 mana ramping cards and 38 lands.

Love the theme of the deck. I wish I had thought of it.

The only thing I would say that would make this better is Berserkers' Onslaught, True Conviction, & Rage Reflection. Make your big dragons do double damage.

Also, cards like Dictate of the Twin Gods and Furnace of Rath would help, but can also hurt you.

PookandPie on Yidris Monthly Upgrade

1 week ago

When you go to make your first update, here are some general suggestions for your deck:

Beast Within is the best removal spell in mono green in Commander. It hits any permanent for 2G at instant speed, which is valuable flexibility- 3/3s aren't much worry in this format. Similarly, Trygon Predator is perfect for this deck as repeatable targeted enchantment/artifact removal.

Anything that can give Yidris double strike would be phenomenal since it would double his cascade ability for the rest of your turn. Blood Mist is a nice cheap card capable of doing this, as is Fireshrieker. Berserkers' Onslaught does this for all of your attackers, while Assault Strobe does this once for only one red mana. Savage Beating and Seize the Day also perform this effect somewhat similarly without breaking the bank. The idea of cascading multiple times from a single spell is very tempting and easy to setup lol.

Diabolic Tutor. Cheap, powerful tutor capability is always nice. You run Waste Not, a card that specifically requires cards like Windfall to function. DT is like running an additional copy of Waste or Windfall, for example. Similarly, Bring to Light is cheap.

Delve spells are extremely powerful in cascade-oriented decks. Dig Through Time, etc., let you cast high cmc spells for a low mana cost, but the cost printed on the card is what matters for cascade, allowing these to get you nigh anything in your library.

As for cuts...

Academy Elite is pretty mediocre.

Guiltfeeder. Kind of worthless unless the stars align and virgins are sacrificed. Without tutors, I don't see this being very useful often, and more times than not, it would have just been easier to beat down with Yidris anyway.

Ancient Excavation. Most anything is better. If you have the budget, Rhystic Study is great in big games, otherwise, look to Dig Through Time and the like.

Horizon Chimera. Gaining life doesn't let you win, and you could honestly just run Essence Warden if life gain is what you want to do (much of the time, Warden will gain you way more at 1/4th the cost). Trygon Predator, for example, does a more active job of controlling the battlefield.

Thrasios. He's great if you can generate infinite mana, but if you're not, remove him since his activation cost is silly high for what you get.

Whims of the Fates seems pretty bad. Volcanic Vision seems rough as well since it's so expensive to cast that you could very well be dead before you could cast it (Chain Reaction or similar being easier to cast, generally), and Treacherous Terrain is pretty rough as well due to its crazy high mana cost.

That's all I've got though. Hope your revisions next month go well.

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

3 weeks ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

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